Ok figured I'd go ahead and get those that are not familiar with MC a heads up on the next four(five with Majordomo) bosses.
Baron Geddon
Baron Geddon Abilities:
•Inferno: Baron will periodically stop moving and stop meleeing to perform inferno. Inferno is a series of PBAE pulses (much like warlock hellfire) that get more and more damaging each pulse. He does around 9-10 of these pulses (once each second). The first few pulses are rather tame in the damage department, but the end pulses do upwards of 2000 plus damage. Not even main tanks can handle this sort of damage, so they will need to run from baron when he goes into inferno mode.
•Ignite mana: This is a manaburn dot (400 mana lost and 400 damage done per tick) that needs to be dispelled off of anyone who needs their mana. It's harmless on rogues / warriors. Target chosen by the RSTS
•Living Bomb: This is a 5-10 second timed bomb that will do 2000+ damage to the player plus all of the players in their immediate area. Anyone who gets living bomb on them needs to run away from their raid immediatly so they don't blow everyone up. Target chosen by the RSTS
•SETUP: Setup each group around Garr's room in a big semi-circle, with the MT in the middle. This is a steady slow DPS fight and gets you in the mood for the next fight, Shazzrah. Basically move in and out of dpsing Baron(because of the Inferno ability) and if you're the bomb, run STRAIGHT for a wall or alcove, AWAY from everyone else. Frost mages can just ice block to simply remove it and keep dpsing. Overall, a fun fight!
Shazzrah
Shazzrah's Abilities:
•Shazzrah is basically a Luci/Gehennas look alike that is secretly an arcane mage. He does an aoe curse that drops everyone's resistances to arcane, as well as an aoe counterspell(have to watch for that one).
•Shazzrah's main attack, besides melee on the MT, is an aoe arcane explosion. The mages and druids NEED to be on the decursing here, and Shazzrah should have a detect magic on him at all times(I'll tell you more about that later).
•To setup for the encounter, make a circle around the room, each group being evenly spaced(very similar to the Baron fight). Main Tank is in the middle(Arcane resistances are a plus but are honestly NOT needed for this fight, so long as the decursers set the priority on the MT). Shazzrah has another "hidden" ability- he has a self buff that increases his arcane damage for a short period of time. Mages need to keep a detect magic up on him to look for this, and shamans/priests need to remove it asap. Other then that, slow dps him down like Baron Geddon and you're golden.
•••SIDE NOTE!!! He also has the mage ability blink that will allow him to use the secondary aggro system to teleport to that person and he will aoe arcane explosion. REGARDLESS of what class you are, if you have aggro, run back to the center of the room so the MT can pick him up again
Golemagg the Incinerator
Golemagg's abilities:
•NONE! He basically is a straight Melee fight. At 10% health, he does gain an enrage-like ability, so healing will have to step up here. But other then that, nice dps fight. We used to say alliance side that Blizzard was just giving us great loot with this boss(He drops the class chestpieces as well as teh EXCELLENT Azuresong Mageblade and Staff of Domination. Some MC groups favor skipping Shazzrah after Baron and heading straight for Mags- especially if they know that Shazzrah will be difficult for them.
•SETUP: Real easy setup- MT fights him where he is, with everyone dpsing and healing from behind him(try to keep a bit of distance though- he does do a fire attack similar to the Fire Elemental guys that silence and dot you). On the left and right, back though towards the stalagmites, will be two offtanks(and their healers) because Golemagg also has two puppy guards. NOTE!!! The dogs must not die, rather- Golemagg must die first, and teh puppies will die afterwards. This is because the dogs will come back to life(very similar to the dogs that Magmadar has in his room). Keep all the tanks up and alive and dps Golemagg down.
Sulfuron Harbringer
Sulfuron's abilities:
•Really he has none, but he is surrounded by four Priest versions of Lucifron/Gehenass/Shazzrah(Blizzard liked using the same design skin for all of these bosses). Basically as long as any of the priests are up, Sufuron will not go down.
•SETUP: The MT will tank Sulfuron where he is. There will be four offtanks- each one is responsible of slightly moving the priests away. The first offtank will take his priest down towards the lava(Tanks will have to practice keeping aggro on a mob and moving backwards). Once towards the lava(which btw the rest of the raid minus the healers will be waiting) the raid will dps the priest down. This process will be repeated until all 4 priests are dead, and then dps Sulfuron down. Pretty easy mob fight as long as everyone performs their role. Healers stay with your tanks and keep them up, the rest of the raid take down the solo target priests asap and the Sulfuron.
Majordomo Executus
Majordomo's abilities:
•Buffed up version of Sulfuron! Honestly this is the exact same fight as Sulfuron(again a "warm-up" match for Majordomo) but do not treat it lightly. Majordomo this time has 8 guards instead of 4(not sure if these heal though- I can't remember but I don't think they do).
•SETUP: Ok lots to talk about here. Basically in the center of the room is a lava pit. Now and then Majordomo will teleport anyone into the center of the room and they will fall into the lava. Run out and bandage yourself off.
MAGES will be of large importance here. 4 of the guards can be sheepable. The idea here is to handle it exactly like sulfuron but have the mages sheep 4 of the guards(and keep them sheeped). Majordomo has an aoe effect on his guards(they either reflect physical damage or magic damage). Detect magic will give you a heads up about this. If you see the countdown for when he's going to do his aoe buff on his guards, mages MUST resheep quickly on the 4 they have(you have 5 seconds from when the countdown starts to when the guards get the melee or magic buff reflection). If it's melee, any melee damage dealt will be reflected(I can't remember exactly on this- actually I think it might be reduced damage). If it's magic, any spell cast has a 50% chance to reflect back to the caster(mages will be sheeping themselves ).
The MT is going to tank him in the NE corner of the room with his healing posse. The mages will be in the SW corner sheeping their targets. The 4 off tanks will be in the East of the room tanking their guards. One of them(again like the Sulfuron fight) will pull a guard off the area down to the ramp where the raid will dps him down. After 4 guards are killed, sheep will no longer work on the bosses(this is a LONG endurance fight- but the ending will surprise you ). Once you get 4 of them down, each tank will have to pick up another. Get the next 4 down, and you're done! Majordomo is the only boss in MC that you do not fight. After you kill his guards, he "submits" and gives you a chest if you leave him alone. He then yells and warns Ragnaros that you're coming! The chest has a chance to contain the Eye of Divinity(Priest epic staff quest!!!!! ) or the leaf for the Hunter epic bow quest.
Hopefully these will help you guys out to prepare for Friday. I have GREAT confidence that we can get Baron and Golemagg down easily- then maybe attempt Shazzrah and hopefully Sulfuron. Who knows- maybe even Majordomo!